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Outlandish Operations Update Live Now, Plus 100% off new DLC

CLAIM IT HERE: https://store.steampowered.com/app/1560570/Minion_Masters__Outlandish_Operations/

Minion Masters has just been updated to include the Outlandish Operations update for free! Plus, act now before March 12 to get the new Outlander DLC for free.

Brand new Huge expansion - The Outlanders make their triumphant return to Minion Masters.

One man's junk is another man's treasure. This is why the scrapyard of fallen spacecraft debris and damaged drone parts is a veritable gold mine for the destitute Outlanders. The ingenious grow bolder as their newest inventions begin to take form.

Even more exciting content is on the way with this update, including many gameplay and balance changes. We also have a new master being added to the game. He's not quite ready yet, but you can still get a preview of him in-game ;)

Read all about the new expansion in the patch notes or just jump right into the game!

Cheers from BetaDwarf!

Outlandish Operations - New Expansion out now!

Version 1.22
Minion Masters!

More Outlanders are finally here! Version 1.22 marks the start of the Outlandish Operations expansion, and we have some key bug fixes, and a lot of exciting content coming along with it… even a new master?!

Outlandish Operations - Season Pass #1
  • A new Season Pass has arrived to Minion Masters!
  • Tons of new rewards, including 2 cards, a Legendary Skin, bonus cards, and more!
  • Two new cards have been added to the game:



  • The Season Pass will end on the April Fools Day.


Card Balance

A.I.M Bot
  • Starts with shield
  • Outlander Tech - Spend 40 tech to gain marksmanship, spend 40 more to also gain haste


Bannerman
  • Health 150 -> 250


Throughout the last couple of years many cards have been introduced that makes Bannerman's value very precarious.
Effects like Poison, Sun burn, vortex all negate the shields in one way or another.
We don't want him to simply counter those spells as well, as we don't want him to be a one-size-fits-all solution. So instead we added to his value as a fighter by upping his tankiness substantially. This way he can contribute on his own, while his effect remains useful in certain matchups.


Bats, Bats, Bats
  • Cost 5 -> 4
  • Bats jump in the direction of the card that was played


This change is an attempt to make the value of Bats Bats Bats slightly less extreme, but instead a little more reliable. It should be possible to spread your bats out more, and hopefully not lose them all to one spell anymore. On the other hand, Bats are now weaker (see Nether Bat change) so it should be less scary to face the card without a spell counter.

Crystal Construct, Dormant Defenders, and Guardian
  • Damage 80 -> 100


Dormant Defenders
  • Cost 6 -> 7


Ghost Turret
  • Attack Cooldown 0.8 -> 1


Heal Puff
  • Health Per Second 25 -> 20


Illusory Cleaver
  • Damage 0 -> 100
  • Remove Voidborne Wound


Adding some consistent damage value to the illusions should make them worth their 2 mana cost. While they don't pose as big of a threat as their non-illusory counterparts they now need to be dealt with or they can amass quite a bit of value over time. On the other hand, they are very easy to deal with, so the value from the damage should not run amok.

Illusory Dragon Whelp
  • Damage 0 -> 15


Adding some consistent damage value to the illusions should make them worth their 2 mana cost. While they don't pose as big of a threat as their non-illusory counterparts they now need to be dealt with or they can amass quite a bit of value over time. On the other hand, they are very easy to deal with, so the value from the damage should not run amok.

Lord Fanriel the Stormcharger
  • Fix true damage issues
  • Damage 100 -> 130


When we introduced True Damage, we wasn't 100% sure what to expect in terms of power, and admittedly over-nerfed Fanriel quite a bit.
With some fixes to True damage that makes it more consistent, though also weaker, we believe it's only right to give Fanriel some of his Oomf back.

Netherbat
  • Title Change: Nether Bat -> Nether Bats
  • Damage 35 -> 20
  • Count 1 -> 2
  • On Spawn, netherstep forward in a v shape


Once Bitten
  • Cast Delay 0.5 -> 0


Scratillary
  • Damage Per Rocket 50 -> 45


Screaming Scrat
  • Explode when Barrel is broken
  • Explosion Damage 130 -> 100


S.T.int
  • Outlander Tech - Spend 50 tech to claim the furthest bridge on spawn.


Vortex
  • Damage 80 -> 50


Vortex continues to dominate all leaderboards and still has an incredibly high use rate. We're targeting damage this time as we feel the minion displacement and area denial capabilities are what make the card fun an unique to the game. So we'd rather remove some power and versatility in the straight removal aspect of which there are plenty of alternatives.

Zeppelin Bomber
  • Movement Speed 5 -> 7
  • Attack Cooldown 2 -> 1.6


Master Balance

Diona
  • Perk 2 - Only drops potions for enemies dying on your side and on the bridges


This change will likely split the waters a bit. The intend of this is to nerf Diona in the case where she's already winning and spends a lot of time in offence. But buff her in cases where she struggles.
The idea is that potions dropped on the other side of the field in situations where you are behind or losing are almost always lost, and as such just add a hidden cooldown. With this change it should be more likely that you can pick up most if not all potions as they will always spawn in a place where you have at least some control.

Stormbringer
  • Perk 2 - Only give Minions under your control Marksmanship


New master?!

Version 1.21 Patch Notes

Minion Masters!

We hope you have been enjoying the Uprising expansion! 1.21 adds the last two cards of the expansion into the game: Lash of Ah’Mun and Shroom Puff.

As you know, this means we will soon release info on our next expansion coming out in March! We can honestly say that we are super excited to share what the team has come up with for the next expansion; it’s really out there.

But for now, for 1.21 we have some balance changes, two new cards, and a variety of bug fixes coming your way.

On to the changes!

Uprising - Season Pass #3
  • A new Season Pass has arrived to Minion Masters!
  • Tons of new rewards, including 2 cards, a Legendary Skin, bonus cards, and more!
  • Two new cards have been added to the game:





  • Dark Fury Dryad Morellia has also been added to the game!



  • The Season Pass will end on the 4th of March.


Card Balance

Arcane Bolt
  • Mana Freeze 3 -> 2
  • Threshold 500 -> 450


Boom Buggy
  • Cooldown 5 -> 4.5
  • Delay 2 -> 1.5


Bridge Shrine
  • Health 350 -> 400


Crossbow Dudes
  • Attack Cooldown 1.8 -> 2


Dragon Ball
  • Summon a flightless dragon if not activated


Empowered Soul Stealer
  • On spawn gain 2 stacks and +1 for each sacrifice
  • Remove Call Slitherbound


Grasping Thorns
  • Cost 3 -> 2
  • Damage 200 -> 170


Lord Fanriel The Stormcharger
  • Damage 120 -> 100
  • Charge Damage 150 -> 100
  • Charge damage is now true damage


This introduces a new damage type, True Damage which is essentially just armor piercing. Certain things like Pincer of Dread already has this, though this is the first Minion to get this. Fanriel's design was always to force you to defend with big minions. This removes Shielded Crossbow Dudes and Armored Scrats as value answers to his charge.

Nether Bat
  • Nethersteps forward on spawn


These are attempts at making more 2 mana cards feel valuable to play, it may or may not workout, in which case we will keep working on them

Sewer Scrat
  • Basic attacks inflict 2 seconds of poison
  • Poison on hit duration 3 -> 2


These are attempts at making more 2 mana cards feel valuable to play, it may or may not workout, in which case we will keep working on them

Shen Stormstrike
  • Attack Stun Duration 2.5 -> 2
  • Zen Chi Flow Stun Duration 3 -> 2
  • Zen Chi Flow Stun Radius 4.5 -> 6


This is to unify the stuns a bit more so that they work the same. Also in the case of Zap shrine we wanted less of it's value to be in that first Zen-Chi Flow stun, but instead make the building provide slightly more reliable value afterwards.

Shield-Captain Avea
  • Shield Range 6 -> 8
  • Now counts toward the quest even if the target unit already has a shield.


Ting Teng Tung
  • Health 300 -> 270


Void Altar
  • Cost 9 -> 8


Zap Shrine
  • Zen Chi FLow Stun Duration 3 -> 2
  • Health 75 -> 100


This is to unify the stuns a bit more so that they work the same. Also in the case of Zap shrine we wanted less of it's value to be in that first Zen-Chi Flow stun, but instead make the building provide slightly more reliable value afterwards.

Healing Balance
Flying minions have healing reduced by half

Last patch we tried this with Valorian's perk 1 only, and we feel it worked out nicely. Now we're trying it to all healing on flying Minions, mostly to keep things consistent and hopefully easier to keep track of.

Master Balance

Volco
  • Perk 2 - Embers of Flame changed to all minions gain rage
  • Perk 3 - Embers changed to melee minions gain berserkers rage instead


This change gives him more diversity for his deckbuilding while still retaining incentive to go for aggression. In longer games Melee will still prevail for him, but now ranged minions should feel like less of a compromise to bring along to balance out the deck.

Bugs
  • Fixed Jing Long’s shock entry radius size being visible in preview
  • Fixed Jing Long’s card status icons referring to Xiao Long. Thanks me
  • Added the indicator for blood pact to Brutish Betrayer
  • Fixed Avea’s shields reacting fast enough to fireball to block the fireball’s damage on units around her
  • Fixed blood imp sound and animations. Thanks hinkyt25
  • Fixed the indicator for Pincer of Dread showing that it damages buildings
  • Fixed the master selection interface breaking in draft
  • Fixed a bug causing Sugilite Shield to block melee damage
  • Fixed Avea’s drop rates from tokens being too high. Thanks Huffchux, Brit Churchill and all the other people who reported this and got us to actually check the values.
  • Fixed the hitboxes for Laser Turret and Magma cannon to match their new models. Thanks Coconut Commander


Misc
  • Puff cards have been removed from Jungle Rumble


Edits - Added missing dev comments, missing grasping thorns change, and missing healing change for flying minions.

Version 1.20 Patch Notes

Minion Masters!

Did you enjoy the first season pass for the latest Uprising expansion? We hope you did, but now it’s time to go over the changes accompanying the second season pass.

For 1.20 we have some balance changes, two new cards, and a variety of bug fixes coming your way.

On to the changes!

Uprising - Season Pass #2
  • A new Season Pass has arrived to Minion Masters!
  • Tons of new rewards, including 2 cards, a Legendary Skin, bonus cards, and more!
  • Two new cards have been added to the game:



  • Shadow Viper has also been added to the game!



  • The Season Pass will end on the 4th of February.


Card Balance

Accursed Ascension
  • Threshold 60 -> 70

Accursed Ascension decks have been really strong for quite a while now. This is a small adjustment to delay the power spike moment a little. 10 mana is around half a cycle, and as it comes late game where mana generation is high, it shouldn't delay the ascension more than 15~20 seconds, for most ascension decks.


Arcane Ring
  • Damage Per Projectile 25 -> 30


Ardent Aegis
  • Remove Empyrean Army.
  • Healing only applies to Empyrean minions.


With the introduction of the new Brutish Betrayer, Ardent Aegis could have been an amazing combo card, too good, it was found during testing. Added to the fact that it was never meant to be a card that fit into an aggressive style, we decided to remove the Empyrean Army effect and instead make the healing only apply to Empyrean minions. As Empyrean Minions for the most part have Slow-Medium movement speed and the healing should therefore be used more to turn fights rather than to maximize direct tower damage.

Akinlep’s Gong of Pestilence
  • Cost 7 -> 6


AtG Drone x8
  • Health 275 -> 250


Black Hole
  • Duration 1.8 -> 2
  • Cast Delay 0.2 -> 0


This card has been through a lot of changes, and we believe it's close to a good spot. It does have a tendency to flip quite dramatically. As soon as it's viable it can pretty much take over the meta. So we're taking things slow and doing small changes here to see if we can get it to a place where it can provide slightly more consistent value without taking over games completely. Combined with the recent change to Leiliel's Vortex, which has taken over a lot of Black Hole's utility use cases, we believe this should make the card see more play in the future.

Brutish Betrayer
  • Remove Turncoat
  • Give Blood Connection - Your master loses health equal to half of the damage they take, even overkill damage.


We've been working a lot with turncoat and tried out different variations but we haven't been able to find a solution that we really loved. So we're now removing the mechanic completely (It still exists in Adventures). Instead we're choosing to consolidate the Voidborne faction slightly more by introducing the blood imp mechanic to more cards. We think this is an interesting mechanic to play around with and we believe it retains the spirit of the original card designs quite well, as it still emphasizes the aggressive play that signifies the Voidborne faction.

Crystal Sentry
  • Mana Cost 4 -> 3
  • Gain Mana Freeze - 1


Elite Swarmer
  • Health 225 -> 250


Gor’Rakk Gate
  • Cost 3 -> 4
  • Remove Turncoat
  • Give Blood Connection - Your masters loses health equal to half of the damage they take, even overkill damage.


We've been working a lot with turncoat and tried out different variations but we haven't been able to find a solution that we really loved. So we're now removing the mechanic completely (It still exists in Adventures). Instead we're choosing to consolidate the Voidborne faction slightly more by introducing the blood imp mechanic to more cards. We think this is an interesting mechanic to play around with and we believe it retains the spirit of the original card designs quite well, as it still emphasizes the aggressive play that signifies the Voidborne faction.

Grenadier
  • Attack Cooldown 2.1 -> 2
  • Attack Delay 0.6 -> 0.5


Jolo the hero scrat
  • Reworked his dodge mechanic, his dodge chance starts at 100% but decreases by 10% for each successful dodge.


Jungle Jumble
  • Mana 5 -> 4


Morgrul’s Ragers
  • Health 225 -> 250


Morgrul The Swarmer King
  • Health 225 -> 250


Mountainshaper
  • Stack Delay 5 -> 4


Princer of Dread
  • Now deals damage through shields.


Swarmer Totem
  • Health 350 -> 325


Wizard Puff
  • Damage 60 -> 70


Master Balance

Stormbringer
  • Marksmanship only applies to minions.


The heavy turret focused defensive strategy is very strong in particular with Stormbringer, as the added range removes many of the different buildings weaknesses. We believe there is a space for that playstyle in Minion Masters, but atm it's too strong and too uninteractive. With this change we believe these decks will have to supplement with more utility and/or aggressive cards to solve certain problems, and in doing so make the deck less hyper focused on pure defense.

Valorian
  • Perk 1 healing halved for flying minions.


We're quite happy with the spot Valorian currently has within the meta, however he has developed a niche for flying minions as his healing ability can make them very difficult to remove. Particularly with flying minions those few additional HP can mean a lot in those cases where it brings it just out of range for a removal spell. We don't want to remove this playstyle completely, but we do believe that the perk synergizes a little too well with flying minions. This should help mitigate that.
As a footnote: we're currently considering making this a shared rule for all healing, a cross the board.



Bugs
  • Free token notification dot is removed.
  • Fixed an issue preventing searching in deckbuilding.
  • Fixed the refund symbol showing up on offers where the only duplicate item is cards.
  • Fixed caber tosser getting stuck. Thanks mezlat.
  • Fixed Mar'Dred constantly laughing.
  • Fixed Akinlep with cost reduction issue. Thanks StarDrifter.
  • Fixed Thelec failing to summon archers after summoning Akinlep. Thanks hinkyt25.
  • Made Improvements to Boom Buggy targeting. Thanks DeathShoottOneyOoney


Misc
  • Updated various avatars to reflect new card art.
  • Christmas decorations have been turned off.


Edits: added a balance change for Jolo the Hero Scrat, which was initially forgotten.

100% off DLC and new expansion - Uprising

100% OFF - WEEKEND DEAL


Get the new $15 Uprising DLC 100% off for only this weekend!

CLAIM IT HERE: https://store.steampowered.com/app/1467210/Minion_Masters__Uprising_DLC/

[h2]Uprising - OUT NOW![/h2]

An Uprising has come to Minion Masters! The Slitherbound are in desperate need of help. You must fight to clear a path for their escape and keep them from the shackles which once bound them.

This new updated features new cards, a new Adventure, a new legendary skin and more.

Read all about the new expansion on the Update Site, or just jump right into the game!

Cheers from BetaDwarf!